Once you are done it will create the folder for MZFacebookManager. Inside this you can see structure like:

.podspec file at the root is important file. This will contains your Pod version, dependencies, git url etc with some other Pod descriptions. You can edit the details, version and also define dependencies if your Framework is using any other third party Framework. Like in my case, my Framework is using ‘FBSDKLoginKit‘ and ‘FBSDKCoreKit‘.

Once you are done with editing of podspec file you need to validate this file. You can do this with Pod lib lint command.

$ pod lib lint

Now open github website and create a new repository for MZFacebookManager (give your Framework name).

Once it is created, go back to terminal again and push your code (You can also ignore this Push if you don’t want to push a default code on your git).

But if you want to push, just make sure once again your .podspec file is defined the correct url of git repository.

This will push the default code of your Framework. Now open XCode again and add your Framework files.

Delete ReplaceMe file

Add your ObjC or Swift files (based on the project type you have chosen at the start)

Like i have added three files inside development i.e. MZFacebookManager.h, MZFacebookLoginManager.h and .m files. These files will show when you install the Pod Framework.

Once all files added and there is no error in your code. Update the version of your Framework by updating this inside .podspec file (0.1.1) and run lib lint command again to make sure everything is correct.

$ pod lib lint

When validation success, now first push the code on git by giving a tag.

$ git tag 0.1.1$ git push origin 0.1.1

Push your Pods Spec

$ pod trunk push MZFacebookManager.podspec

At first time you will get the error message to resgister your session:

Select the form factors you need for your app. If you’re not sure what you need, just select Phone and Tablet. Then click Next.

Select Google Maps Activity in the ‘Add an activity to Mobile’ dialog. Then click Next.

Enter the activity name, layout name and title as prompted. The default values are fine. Then click Finish.

Now Android Studio will start gradle and build your project. This may take a few of second to build your project. When the build is finished then Android Studio will opens the google_maps_api.xml and MapsActivity.java files in the Editor.(Activity name can have different name but it will be only what name you are given in setup wizard).

3. How to Google Maps API Key: Now your application will require an API key to access the Google Map servers. This key is free and you can use this key in your any of Google map api project. You can get Google Maps API key in following steps.

Follow the instructions to create a new project on the console. If you have already created an API project you can select that.

Create an Android API key for your console project. You can create API key by using as given steps:
a. Click on Credential, It will list out all your created credential and Create credential option.
b. Choose Create Credential option, when you click on Create credential it will prompt to select API key option from given options.
c. When you click on API key, it will further prompt you for choose appropriate option.
d. Choose Android key option in given prompt dialog.
e. As soon as you click on Android key it will ask you the package name of project and sh1 key of your pc that is created from you keystore file with signed or debug keystore file.
You can get SH1 key by using given command from command prompt or terminal.keytool -list -v -keystore mystore.keystore

Copy the resulting API key, go back to Android Studio, and paste the API key into the <string> element in the xmlfile.

Note: For using the service of Google Map into you Android project you must have enabled the Google Map Api from Google API Console page. Your app will not be able to access Google Map until you did not enabled the Google Map API for Android.

Best way to see your app in action is Run your app in Android device. You can also use Android Emulator as alternate of it. Your android phone should have developer option enabled.

Build and Run your app

In Android Studio you can run your app by using Run menu option. You can also use play button icon to Run your app. When you play or run your app it will prompt you to select device. You can choose one of the following option:

Select your Android phone that you have connected with Computer or

You can select Android Emulator radio button and choose available or created virtual Android emulator.

Click on Ok, Android Studio will start gradle to build your app and display to corresponding results on a device or in Emulator. It can take couple of minute before open the app. You should able to see corresponding result on Google map with a pin.

Still facing any issue with Google Maps? Or want to be in touch with us? Contact us:

Using CocoaPods or any Objective C library in Swift is not a big deal. XCode is quite smart and it automatically do this for you. You can also check Apple’s documentation on this Using Swift with Cocoa and Objective-C. Once libraries are added, you only need to use a bridging header between Objective-C and Swift and use the new coding style of Swift for calling those methods. Like [MBProgressHUD show] become MBProgressHUD.show( ) etc. Here I am using the example of MBProgressHUD because it is normally used in most of the projects.

Let’s see how it works:

1. Create a new XCode project and select the language Swift (no need to to this if you already have Swift project).

2. Create a Bridging-Header.h file starting with your project name. like, if my project name is SampleProject, bridging header become: SampleProject-Bridging-Header.h and Put this header at the root directory of your project.

If you are not very sure how to do this, the most simplest way is to add a test objective-c file in your project (remove that later). Xcode will prompt an option to configure bridging. When you press Yes, XCode automatically create the bridging file and put inside root of project directory.

Apple today announced that its set of WatchKit development tools with XCode 6.2 (beta) are now available for developers, allowing them to begin creating apps for Apple Watch.

The WatchKit framework (WatchKit.framework) contains the classes that a WatchKit extension uses to manipulate the interface of a Watch app. A Watch app contains one or more interface controllers, each of which can have tables, buttons, sliders, and other types of visual elements. The WatchKit extension uses the classes of this framework to configure those visual elements and to respond to user interactions.“Apple Watch is most personal device ever, and WatchKit provides the incredible iOS developer community with the tools they need to create exciting new experiences right on your wrist.”The WatchKit extension contains the code for managing the Watch app’s user interface and responding to user interactions. With those two executables, you can support different types of user interactions on Apple Watch:

Your Watch app contains your app’s full user interface. The user launches your app from the home screen and uses the app to view or manipulate data. To get started creating a Watch app, see App Essentials.

A glance is an optional read-only interface that you use to display the most timely and relevant information from your app. Not all apps need a glance, but having one gives the user a convenient way to access your app’s data. To get started creating a glance interface, see Glance Essentials.

Custom notification interfaces let you alter the default interface displayed for recently received local and remote notifications and add custom graphics, content, and formatting. Custom notification interfaces are optional. To get started with creating a custom notification interface, see Notification Essentials.

In addition to sharing these use cases for the Apple Watch, Apple has also created a dedicated Apple Watch site for developers, outlining the difference between full apps, Glances, and actionable notifications, offering download links to the iOS 8.2 beta with WatchKit SDK, and providing design guidelines and templates.

Feel free to send us message for any kind of assistance in developing apps for Apple Watch.

Yesterday Apple launched two new iPhones and Apple watch. As a developer personally i believe these iPhones looks like a pain for us. You have to manage different resolution size now, as it was painful for Android. But in keynotes they said, there will be no issue with Auto layout settings.

Apple’s review process is infamous within the independent developer community. With its inconsistent approach to approval and rejection, apparent skirting around the rules for big players, and its notoriously vague rejection reasons. According to a survey 54% developers said it was the most frustrating thing about developing for iOS.

Total Percent of App Rejection58% : Belongs to top 10 %48% : Other reasons.

Top 10 reason during ending August 28, 2014

14% More information needed

8% Guideline 2.2: Apps that exhibit bugs will be rejected

6% Did not comply with terms in the Developer Program License Agreement

6% Guideline 10.6 : Apple and our customers place a high value on simple, refined, creative, well thought through interfaces. They take more work but are worth it. Apple sets a high bar. If your user interface is complex or less than very good, it may rejected.

5% Guideline 3.3: Apple with names, descriptions, or screenshot not relevant to the App content and functionality will be rejected.

5% Guideline 22.2 Apps that contain false, fraudulent or misleading representations or use names or icons similar to other Apps will be rejected.

4% Guideline 3.4: App name in iTunes Connect and as displayed on a device should be similar, so as not to cause confusion.

Sometimes we are using many Git libraries inside our app. Like JSONKit, AFNetworking, MBProgressHUD, EGOTableViewPullRefresh, Facebook-iOS-SDK etc. But it is very boring to build all libraries or if you add the code in your project, it is tough to manage. Also, there are many disadvantages in this:

Code that could be somewhere else is stored in your repository, wasting space.

Sometimes, it’s hard to get a specific version of a library.

There’s no central place where you can see which libraries are available.

Finding a new version of a library and updating your project with it is time taking and sometimes, painful.

Downloading libraries manually creates a tendency to perhaps make some changes to the downloaded code.

Updation is harder.

The most simplest solution is to use CocoaPods.

CocoaPods is the dependency manager for Objective-C and Swift projects. It has thousands of libraries and can help you scale your projects elegantly. CocoaPods is built with Ruby and is installable with the default Ruby available on OS X.

Installation:

Before installing Pods make sure you have installed/updated command line tool in your Mac machine. You can check this by opening Xcode, navigating the menu to Xcode > Preferences > Downloads > Components, finding Command Line Tools and select install/update.

Also, make sure Git is installed in your Mac machine.

Open terminal and run this command:

sudo gem install cocoapods

Enter admin password. This could take a while. After few minutes it will show green message is cocoa pods installed successfully in your mac machine.

If you are getting any error with XCode like developer path is missing. First run this command in terminal: sudo xcode-select -switch /Applications/Xcode.app (or your XCodeName.app)

If successful, it shows : Setup completed (read-only access). So, you setup everything. Now Lets do something which is more visible…Yes ! Lets install libraries in your Xcode project.

Steps to add-remove-update libraries in pod:

1. Open Terminal

2. Change directory to your XCode project root directory. If your terminal is already running then no need to do this, as you are already at same path.

3. $ touch podfile

4. $ open -e podfile (This should open a blank text file or you can use: open -a Xcode podfile to open this inside Xcode)

5. Add your library names in that text file. You can add new names (lib name), remove any name or change the version. If you are using CocoaPods 1.0 or above you also have to have a ‘target’ section in your Pod File.

NOTE: Use ( control + ” ) button to add single quote at both end of library name. It should be shown as straight vertical line. Without control button it shall be added as curly single quote which will give error while installation of file.

6. Save and close this text file. Now libraries are setup and you have to install/update it.

7. Go to your terminal again and run this command: $ pod install (to install/update these libraries in pod).

You should see output similar to the following:

Updating spec repo `master’
Installing AFNetworking (3.0)…
Generating support filesAfter successful downloading/installation of any single library, It will generate ProjectName.xcworkspace in your project root directory. From now use this workspace to open your project. When you open your project work space you will see Pod is also added as another Xcode project with your Xcode project. If you open Pod it will show all libraries.

For your next project your don’t need to install the cocoa pod again in your mac machine just open the terminal and setup the Pod in root directory of your Xcode project and always remember these 3 commands :

1. $ touch podfile

2. $ open -e podfile

3. $ pod install

To update Pod libraries : $ pod update

To check POD version : $ pod --version
To update CocoaPods : $ gem install cocoapods
or use sudo at start if getting error "You don't have write permissions for the /Library/Ruby/Gems/2.0.0 directory."

So you’ve programmed your first iOS app and you want to get it uploaded and submitted to the iTunes store? Well, as I found out, it’s not quite as easy as it sounds. The latest XCode 4.5 development tools from Apple have certainly streamlined the process, but it’s still a daunting task your first time around.

This is a very in-depth topic, and I can’t possibly write a tutorial that will cover 100% of cases or every problem you might come up against. What I can do is give an overview of the entire process so you have an idea where you’re getting stuck; some tips that might help you out on the way; and some pitfalls that kept me searching for days.

Getting Started:

In case it isn’t obvious, you need a paid iOS developer account ($99/year) in order to submit applications, free or otherwise, to the iTunes App Store. Ensure your Apple ID includes up to date information, and that the address is accurate. You will need to verify your address and identification details, usually by way of faxing a passport copy and utility bill. If in doubt, call developer support for your local.

I’m also going to assume you already have an app that’s been tested on the simulator/Device, with no bugs or memory leaks.

Create an App on iTunes Connect with your metadata and sales information. Most of this occurs within the Provisioning Portal, XCode, Keychain Access utility and iTunes Connect.

Either use XCode or Application Loader to upload your build file on iTunes Connect. App review team verifies your app, if everything works fine and they satisfied with your design/app-interface; app will be release for App Store.

Lets describe all tasks in more detail:

Login in your developer account (developer.apple.com) and select iOS

Create A Distribution Certificate

NOTE: Creating Distribution Certificate is one time process. If you already did once and installed the certificate in your XCode, You don’t need to create this again. You only need Provisioning Profile for your new app.

This is a secure certificate stored on your profile, which confirms your developer identity and signs your code. There’s an elaborate version of this process detailed on the Distribution tab of the Provisioning Portal, but the simplified version is:

Open up Keychain Access, and turn off OCSP and CRL from the Preferences.

In the Provisioning Portal, choose Certificates -> Distribution -> Add Certificate, and upload the file created. I have already created (below screen shot), but you have to add at first time.

It may take a few seconds to approve. In the mean time download and install WWDR intermediate certificate also (just download, double click to install).

Refresh the page, and you should be able to download your certificate. Again, install it.

As a final step, open up Keychain Access, highlight your private key that you just installed and select Export Item from the menu. Keep this key safe with a backup somewhere, as without it you won’t be able to submit apps in the event of an OS reinstall or on different systems.

Create An App ID

First, you need to create an App ID – a unique identifier for your app. Head over to iOS Provisioning Portal – the link is one the right side once you’ve logged into the iOS Developer site, and choose IDENTIFIERS from the sidebar.

Click the add button to create a new app ID. The first description field is just a name for your reference. The bundle identifier is a kind of coded name for your app, usually written as your company domain (in reverse), followed by a dot and the app name. For example

App id description: iFrame App

Bundle ID: com.muzammil.iFrame (i.e. com.companyName.productName)

Now select Provisioning profile section and add new provisioning profile for your created app bundle id.

Download the provisioning profile and double click to install this in your XCode. Make sure it is showing as Valid profile.

Over in X-Code, click Target -> Summary, and change the Identifier to be whatever you decided above (com.whatever). Bundle id should be same that you created in previous step.

I am using com.muzammil.iFrame

Check Code Signing & Build Settings

As a final preparatory step, open up XCode and find Code Signing in the Build Settings area. Ensure that the Release option (for both Project and app Target) has your Distribution Profile selected (the one you installed just now).

Select iOS device as the build scheme, and move on to Archiving.

Archiving Your App

Nearly there! Before you can actually submit your app, you need to create an archive of the whole project – the final set of files that will be uploaded to iTunes Connect. Assuming everything has been done correctly until now, the first step is check you have an Archive scheme to build the release version with.

Click on Edit Schemes from the top-left, and either make sure the Archive one is set to Release, or create one now with the appropriate settings. Using the Auto-Create Schemes function within manage schemes should also create this for you.

Your app build section is completed. Now register this app on iTunes connect.

Create An App On iTunes Connect

iTunes Connect is the commercial side of the app store, which handles the actual sales of your finished app, which countries to sell in, description and screenshots etc. It’s actually quite easy, but there’s a lot of information to be filled out, and it’s at this point that you’ll decide whether to sell the app, give it away, enable iAds to be displayed, enter bank information, and sign any contracts needed for release.

To get started, just head to iTunes Connect and Add a New App. You’ll need to choose the bundle identifier from the drop selection box (the com. whatever name you created earlier).

Add version number, copyright and category. Secondary category is for games (optional).

Setting a Rating

In the Rating section, set the rating for your app for the purpose of parental controls on the App Store. All apps are required to have a rating. For each content description, choose the level of frequency that best describes your app. As you mark each selection, the app rating is displayed on the right.

Important: Apps must not contain any obscene, pornographic, offensive or defamatory content or materials of any kind (text, graphics, images, photographs, etc.), or other content or materials that in Apple’s reasonable judgment may be found objectionable.

Entering Metadata

For each field in the Metadata section, enter further descriptions for your app version. Unless specified otherwise, these fields are required. Because users read this description to help them make their purchase decision, it is a key piece of marketing text. For tips on writing an effective app description.

Providing App Review Information

Use the App Review Information section to provide contact; review notes, and demo account information so that the App Review team can review your app. If your app requires specific settings, user registrations, or account information before you submit it to the App Store, be sure to include that information in this section.

If your app delivers streaming video over the cellular network, enter a test stream URL in this field. You can also include general instructions or other relevant information about your app that you think would be useful for the review process.

Providing an End User License Agreement (Optional)

If you want to provide an end user license agreement (EULA) for your app beyond the standard EULA that Apple provides, click the “click here” link in the EULA section.

Uploading Icons, Screenshots, and Routing App Files for Your App

In the Uploads section of this page, you upload all of your assets—specifically, your large app icon for iOS apps, your first screenshot (for iPhone/iPod touch, iPad or OS X), the routing app coverage file, and any additional screenshots. Before uploading your assets, refer to “Creating Assets with the Correct Specifications” to prepare your assets for upload if you have not already done so. All assets, except for the additional screenshots and the routing app coverage file, are required based on the device families set in your app binary.

Ready to Upload Your Binary

After you have completed the app upload preparation steps outlined above, you answer more questions depending on the nature of your binary.

Version Release Control

You can now determine when your app updates go live on the App Store. With version release control, you can specify when a version of your app goes live rather than have the version go live as soon as it is approved by App Review.

As part of your Ready to Upload Binary questions, you are shown the two options for version release control:

If you choose to automatically release your app update, it will go live as soon as it is approved by Apple (pending the availability date you have set).

If you choose to control the version’s release, your app status will change to Pending Developer Release after it has been approved by App Review, indicating that you can release it to the App Store whenever you are ready.

Eventually, your app will be added, and be in the Waiting for Upload status, at which point you can go back to XCode Organizer -> Archives, and hit Distribute to upload. You’ll ask to log in and check which app it is you’re uploading.

Select “Submit to the iOS App Store” option. For Adhoc build you have to select “Save for Enterprise or Ad Hoc Deployment”.

Click next and it will upload your app on iTunes. After upload done, you can check your itunes connect account. Your app status will display “Upload received” in detail and after few minutes it will show “Waiting for review”. Now you need to just wait for it to be approved – usually a few weeks.

This has been a totally new experience for a fresher or person who just started his career in iOS development. Hopefully you’ve got a clearer understanding of the process now – personally I was a bit daunted by it all and found myself muddling through most of it. Is it as complicated as it sounds? Yes – but only the first time. But once you submitted 2-3 apps you will become master in this and in fairness, it’s this rigorous process that prevents insecure apps and malware from ever making their way onto the app store, so that’s something I’m eternally grateful for.

As the mobile market is overtaking the desktop market, the demand of highly experienced iPhone developers are increasing every day for iPhone app development and iOS programming. Every client want to hire a great iPhone developer for his job but don’t know who is most suitable candidate.

How To Start ?

When you’ve finally figured out what kind of app you’re building, you can start crafting the job requirements to begin your hunt. Write a detail document of your requirement. It would be better to add few screen shot or sketch drawings so developer can easily understand what exactly you needed. Better to have a designer with you or hire any designer also if you want to build something awesome. A developer can’t do all graphics work with excellence.

Developer must have idea about Photoshop and similar image editing software. So he can extract designer’s PSD files or create images from your design. This is not compulsory but better to have. It’s also important to note that not all apps are created equally either, even when you’re hiring someone with specific experience in iPhone app development. It all boils down to the type of app you want to produce.

Who is suitable for you ?

If you’re looking for someone who’s got more than a few apps under his or her belt, make sure Objective C is on the list and that he can do object-oriented programming. That basically means, He organized his code in a way that makes it easier for subsequent developers to pick it up and figure out what’s going on. Passion on the development team will make project managing your iPhone app all that much easier.

If your application is a game, you may not need a developer who works on apps exclusively. You can find a more game-focused developer who can code a game application in a frameworks like Cocos-2d, Unity 3D and OpenGL etc. Usability for games is unique and someone without that gaming background may not have as much to offer in this case. Games are also coded in Objective C, but you’ll have more of a pool of developers to pick from if you look beyond those who’ve just created mobile applications.

If you’re making a native app (an app built with Objective C), you’ll benefit from someone who’s been through the process a few times. A developer with some familiarity coding for an iPhone will have experience working around usability issues and have insights on what can arise when going through the approval process with Apple’s iPhone App store.

A good iPhone developer have a number of tips and tricks regarding submissions to the App Store, and this will save you time in the end. Every time a submission is rejected by Apple, you will have to go through the entire waiting process again. Each time that can be as much as 7-10 business days or more. So, developer should have experience in app submission also. This way, at least he knows what is going on on App Store.

What type of experience have you had hiring an iPhone app developer? Please share your stories below.